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MrFish last won the day on November 24 2018

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  1. LOL... I'd never give $700 for an XEX. Most XEX's are worth way less than that; and in fact many of the best ones are totally free. A few may be worth as much as $100 (very few); but that's only for CIB copies with all the packaging bells and whistles. Ebay's prices are just getting WAY too out of hand these days. People need to stop overpaying for what is obviously just a bunch of hype and herd-mentality retro-shopping mania. Don't give in to all these ethicless, opportunist ripoff artists.
  2. @Guy1 recently (back in October) posted a longplay video of the game. You can check it out here: Pondering About Max's - Longplay
  3. I don't think that "Micro Fun" version is for Atari 8-bit computers, is it?
  4. I'd be up for a boxed copy. Any chance of an NTSC version being done? I have to agree with this. I like all the new changes except for the running delay.
  5. The first cart in your pictures isn't Miner 2049'er; it's Bounty Bob Strikes Back. And as far as your multiple versions of Miner, I don't think any type of label/case-variant list has been attempted by anyone else thus far.
  6. As you can see from @Sikor's post, you can compile v1.4 sources with the compiler that is part of v1.5, and then link the runtime to the compile sources to output a single binary executable file. His example is simple though. So, I'd say a little more thorough testing is needed to ensure full compatibility between 1.4 and the compiler. I don't think there are any restrictions that prevent MadPascal or FastBasic from working with 400/800 machines.
  7. Alright, that's good to know. I'm surprised there's not much information about using this version (1.4). Maybe its time has finally come.
  8. To be more specific, it's Turbo-BASIC XL 1.5 that's not compatible with 400/800 machines (only XL/XE) -- due to memory layout. Turbo-BASIC 1.4 is compatible with 400/800 machines -- and I believe compatible with XL/XE machines too (not entirely sure; haven't tested it much); but it doesn't include a compiler (and I'm pretty sure won't work with the Turbo-BASIC XL 1.5 compiler either; but I could be wrong about that; never have tested it). Here's the 400/800 compatible version. Turbo-BASIC 1.4.atr
  9. I'm using the default control scheme, btw. I never even looked at the other ones.
  10. I think you're misreading the posts. I'm the one using an emulator and keyboard, and the controls are fine for me. SKR is using real hardware and joysticks, and having some difficulties.
  11. There may be an occasional delay. I haven't really looked at the mechanics closely; but overall, the character feels really responsive, and has good freedom of movement. I'm only playing on emulator (Altirra), and using keyboard (which always works good for me). I suspect that things should be better in terms of responsiveness on real hardware though. The main thing is, there's a lot of quick jumping required here, to avoid the bugs, and get Albert into a position where he can reach the next platform and not fall off; and in that craziness, you're gonna make some mistakes. One thing I like about the game, it doesn't require any "pixel-perfect" jumping. It's all about negotiating the bugs, platforms, and ladders; but you don't have to make your jump at any exact spot. A lot of NES platformers required pixel-perfect jumps, which I hated; it ruined a lot of games that would have otherwise been fun for me.
  12. Ah... you posted while I was typing. It's fine, you gave more specific details; I preferred not to... we're generally saying the same things.
  13. There's really nothing revolutionary going on here in terms of basic techniques. But the authors have brought a lot of things together at once, and done so with intelligence, class, and artistry. It's all about DLI color changes, intelligent vertical layout (object placement), quality graphic design, and not being limited by past efforts. Can the Ataris do multiple large softsprites? Well, I guess so... I'm not really interested in going into details, although it's no less magic for me knowing. I'm really amazed at how well they did all the large enemies (don't pay attention to the video, where the bee wings look like they don't flap (missing frames), they do!).
  14. Yeah, I'll agree with that all day long. Altirra is great, but real hardware is the proving ground, especially when it comes to scrolling content. I don't have any PAL-capable hardware right now, though. So, I'll just have to imagine; but I find it amazing and super fun on emulation already. To each their own. I'm not saying it's bad, wrong, or has to be changed; but I do think it could be improved as suggested.
  15. It doesn't compile. You still have to do that with TBXL. No big deal, because compiling is usually just something you do at the end, or from time to time when testing out the speed of things. BASIC/TBXL Parser does shorten your source to the most compact possible tokenized or ATASCII form, though, giving you a lot of memory use reduction. It's Windows command line, so you can execute from any good IDE (Notepad++ works great with it). All TBXL statements are implemented. I've been using it for years now with great success. The latest version can always be found here: TBXL / Atari BASIC Parser It's by user @dmsc here; the same guy who developed fastBasic.
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